Would it help if next time Im in LFR Slagworks to grab spell ID from Dev Tools of what to avoid during encounters? Pathing in slagworks should be cake. One flat piece of land go right or left off bridge and then fight at furnace.
Am I misunderstanding that you have all of Highmaul LFR done? If so how do I queue for it in Dungeonbuddy? I cant seem to find anything but Pandaria raids.
In Heroic Grimrail, the bot will leave the instance without looting the Core of Iron for the legendary ring quest. Is there anyway to get this action coded in?
No specific bug requests, just + Feedback and Suggestions: First - thanks for this amazing product!!! Highmaul LFR is simply great! Second - the new heroic dungeons all seem to be working perfect! tested for all roles tanks/heals/dps! A few suggestions (these are all for LFR HIGHMAUL RAID): For tanks in LFR the "waiting for healer to get in range" seems to wait til every single healer has moved up before the tank will move, which looks a little odd. I am not sure the mechanic, perhaps it is just a specific healer? Also for tanks, when the group first starts, there should be a random pull timer somewhere in the vicinity of 30 seconds + after entering raid. This lets all the raiders join. Presently, my tank pulls mobs as soon as he enters the raid. Imperator's Rise - it would greatly help if the bot focus dps'd the Gorian Warmages instead of the Arcane Remnants. Walled City - non of the LFR groups clear around to Butcher. Every group hops down over the wall. Does not always loot the bosses Oh and as above - it is using the Augmented Runes :/ which I use for my real toons
TYVM!!! A couple more... On Walled City - non of the LFR groups clear around to Butcher. Every group hops down over the wall. *Sorry if this was mentioned previously, didn't read the whole chain*
Hey Can anyone tell me what I can use the "Farm" Mode for under Raid ? Nothing can be selectet when I choose the "Farm" Mode Hope someone can help -Dirital
The unfortunate thing I have noticed. If you turn off movement in your routine the movement between and during fights pertaining explicitly to mechanics are pretty dam perfect. When you add routines and their distance requirements hard coded with relation to the boss, spell mechanics, and other members of your grp (battle rez, healing, misdirection, damaging abilities for healers that heal in return) the movement is poopy in comparison. Obviously turning off movement is impossible for almost every class, but it is a point of interest to me in showing there is only so much that can be done I think. :/
Hi, love the botbase. Have used it for all kinds of things and it's been really useful. Currently i'm running 5 man heroics and tryig to optomize the times a little bit. there is one thing i'd love to know that i think could speed up my runs alot. is there a way to turn off the "waiting for part members to heal before pulling boss" function off? my offhealer doesn't heal dps and i've turned off consumables to speed up the run. so i'm getting stuck alot because my dps's might be 10% life down but take 10 minutes to regen it
Why is this stupid augment rune code in here? If you want the retarded feature in there - at least put a toggle for it. The damn bot just wasted 2k worth of runes - it spams them and they are like 500 gold each on my high pop raiding server. ugh.
Open all walled city.cs in Notepad++ \Honorbuddy\Dungeon Scripts\Warlords of Draenor\Raids Then Ctrl + H for opening replace function. Then replace all instances of118630, 118631, 118632 with 999999. Save all of them and close them. Should work fine and not use them since the item id is now 999999 right?
Classally CustomClass: Role:healer Queue Type: Party Mode: Dungeon: last one i noticed : uldaman, but many different ones before that one I have leveled on a disc priest healing dungeons with dungeon buddy just fine. I am experiencing problems leveling as a Holy pally. There are times where the bot just doesn't follow the tank, and stays idle, I've even set the range distance for both on combat and out of combat to 13 yards. It follows the tank for some time but then suddenly the tank is out of range and my pally just stays there. until the tank is dead or near dead. Most of the times i have to manually move it so that i can heal, after that it just follows fine for some time until it doesn't.
Oh also my team is getting stuck alot before the last boss on shad pan monetary. Tank just seems to stop moving and all the rest of the team just stand there waiting for the tank. i can fix the problem by moving my tank aroudn a bit until he seems to get back on the path but this happens quite a bit and really slowing my gph down if i'm not monitoring my team
Can confirm this works. It is not using them in my run at the moment. HOWEVER, we have a big problem. People are starting to jump down to butchers area and skip around to tectus in arcane sanctum LFR. The Bot can not handle this at all and will repeatedly kill itself running the wrong ways. Even after stopping and starting after every small pull before tectus... he tries to run back and get himself killed. Only once you go through the portal after tectus can you AFK. Also confirmed turning off movement in your routineand tuning on combat movement in Dungeonbuddy is about a million times better, atleast so far as my hunter is concerned
I found that if you go to line 75 and delete the line rune.UseContainerItem(); that this will also solve the problem. Seems a bit of an easier fix
good call, I just avoid deleting lines when not necessary as you never know what the ramifications for that can be in some cases. Some other people didn't have good luck with trying to remove things albeit more code than a single line. Was always my habit just to change item id to some 9999999999 derivitive and call it ad ay Whatever works right
the BEST way to do this i suppose would be to write the line as such: //rune.UseContainerItem(); Just comments it out rather than deleting it. Just remember you have to do this AFTER the update today. I forgot and used up like 3 augment runes before i realized it ):
Here is a walled city.cs that has the "augment rune use" code completely removed. View attachment Walled City.cs This will prevent the use of augment runes in ALL LFRS in the current Dungeon buddy build.